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Week in review 2013-08-27 - sir_herrbatka

Welcome once again!

Another week, and more progress to show for.

Zini is progressing with filter implementation for the editor. It’s a crucial feature that will be used a lot in the future – in fact a major part of OpenCS`s usability is concentrated around filters!

Graffy works on OpenCS as well, and Nomadic1 just sent us more icons for use in OpenCS. Well, isn’t that great?

Other than that:

Scrawl is still busy with terrain rendering related tasks. At the moment it’s more about improving, than doing fundamental redesign.

Chris is finished with bullet for now. He has even introduced jumping animations.

With the changes in the hit detection on creatures, it should now be possible to hit creatures just like NPC`s (sorry PETA).

And last but not least: from now on, OpenMW is able to install Morrowind from the CD with our very own installer! You no longer need to install morrowind or manually extract cab archives to get the required data files on your hard drive. I suspect it should please Linux and OSX users. Currently it’s not available for Windows users, in case we get an angry crowd of windows users chanting “We want installer!”, we may reconsider adding this for windows as well. All credits goes to Tom Mason!

Week in review 2013-08-18 - sir_herrbatka

Welcome once again!

Another great week. Loads of work being done in many areas, especially by Chris on Bullet improvements (but I don’t want to pretend that I understand what he is doing there) and werewolf mechanics. We also have magic effects triggered by traps now, improved alchemy window layout and a couple less bugs. Quite decent progress if you ask me!

However I would like to introduce something different this time: OpenCS. It didn’t get enough attention before – that’s for sure.

This screenshot shows an OpenCS instance running on KDE and so follows my KDE color settings – that’s why it is grey, if you don’t like dark color schemes just use a bright one.

But let’s focus on OpenCS.

As you can see OpenCS currently can be described as windows with tables. You are free to add as many tables in a single window as you may wish (even if a table of this type is already present in the view), change size easily, arrange and even detach the table dock. If you are used to KDE or Qt applications (for instance smplayer) you are probably familiar with this behavior. You can’t group the docks together, though.

As you can see I have two OpenCS windows here, belonging to the very same OpenCS instance. I can spawn as many as I want to. This is an effective solution for multiple screen setups, but on Linux (or BSD, or any X11 system in fact) many window managers can greatly help to use multiple windows even on single screen setup. For instance in any of those you can make use of the virtual desktop feature, place window on top; in some use scripts to affect window behavior, or use gfx effects similar to OSX expo.

Each table contains a set of elements with properties. Some tables are really wide. I use an ancient 4:3 monitor but I still think they will be wide even on a dachshund type computer screen. Don’t worry, there is a solution designed to deal with this issue.

Thanks to nomadic1 we have have covered referencable record types, and eventually (I hope) we will be able to get an icon for every element in every table.

Besides of tables OpenCS can also show an exterior map.

As you would expect this is just another dock. You are free to add tables to this window as well, if you want to. In fact you can even add a second map if you think that it makes sense.

Currently we don’t have a render window but this is yet to come obviously.

Ah, one more thing. Scrawl is experimenting with a different terrain rendering technique that allows for a large viewing distance. We can’t fully utilize this yet due to depth precision issues (and missing distant statics are also somewhat off-putting), so don’t get too hyped –  I’m just posting it because it is amazingly cool.

Week in review 2013-08-11 - sir_herrbatka

Welcome!

This week was actually great!

We have implemented (ok, Pl_Kolek did, let’s not steal thunder from him!) drowning, including sounds. Right now you can’t die this way, so don’t be afraid of water.

At the same time Chris allowed NPCs to turn into the worewolfs. Animation is handled and it will surely look so cool in the new video. And Fargoth holding invisible torch? This is gone as well! OpenMW now can handle portable light sources.

Meanwhile Zini is actually busy with other task. Right now He implements more features to the OpenMW Editor and correct minor aspects of the code.

…And as usual new portion of bugfixes.

Week In Review 2013-08-05 - sir_herrbatka

Hello all, my dear readers.

As you all know OpenMW 0.25.0 has been gifted to the world:, WeirdSexy did the video, OpenMW.org got more visitors and we all are proud of new features. However work on OpenMW 0.26.0 is already in progress.

As you all know killer (yes, KILLER!) feature of OpenMW should be melee combat. At the moment developers are working to complete this feature. Currently many things work, but not certainly the same way as in Morrowind. For instance the player is able to hit himself with a weapon. This is clearly not like in vanilla, but at least you can roleplay as lone Samuraj who have lost his honor… Or just try the swish sounds. I strongly recommend to listen to the Strauss compositions just to add emphasis on the moment that happens just before your eyes (and keyboard).

Other than that work on other features also goes on. Sneaking indicator popped up in the GUI, and we are getting quite some bugfixes merged into master…

Zini and Graffy are as usual working on the editor. There is some good progress there, but not nearly enough for my taste. Still, I always want more so this is probably not the perfect indicator of the progress rate at all.

OpenMW 0.25.0 Released! 2013-08-05 - raevol

The OpenMW team is proud to announce the release of version 0.25.0! Grab it from our Downloads Page for all operating systems. With the implementation of SoundGen records and the Wander AI Package, this release introduces stomping NPCs. Note that AI Wander must still be called from the console. SoundGen implementation also means that Creatures make noises. Prepare for squealing scrib nostalgia. SDL2 has also been implemented, which stomps out a lot of mouse focus and other UI bugs. Check over the changelog for the rest of the changes in this release.

Known Issues:

Check out the release video by the spectacular WeirdSexy:

Changelog: